Discussion in 'Inactive/Unsupported Plugins' started by LexLaiden, Jun 3, 2012.
OK /command Triggers are being coded in. should have a release in a few days
@LexLaiden ; I'm probably being ignorant because I don't entirely understand how to do stuff on this plugin. Is it possible to flip a variable based on whether or not a certain block is at a certain location? For example, what if I want somebody to light a netherrack brazier at (100, 70, 500). Can your plugin check to see if their is an instance of fire at (100, 71, 500) and then break a block/move a block/teleport the player/other stuff? Sorry if I'm being blatantly ignorant, again. I am a n00b that knows nothing about Java. XD
Thats ok, this plugin has nothing to do with Java. The script commands are not Java they are just text command that my plugin interprets. As for your questions, yes, no not break but remove, yes, yes and yes.
You write basic script lines to make things happen. Your first question is done by first getting and saving the block type:data to an object variable then testing the type to see if its fire.
@GETBLOCK $temp.fireblock x,y,z
@IF s $temp.fireblock = 51:0
if it is then do some other fune stuff
You can get the block type:data from this http://minecraft-ids.grahamedgecombe.com/
You could probably do this by putting this on a click trigger on the neterrack block but pause for half a second before testing the block above the trigger(neatherrack) to make sure they set it on fire.
Type these lines in and then click the neatherrack after each line.
/vtclick @PAUSE 0.5
/vtclick @GETBLOCK $temp.fireblock <relativeloc:<triggerloc>:0,1,0>
/vtclick @IF s $temp.fireblock = 51:0
/vtclick @TP $loc.dungeon
You know I have a docs section on project page you should read.
When are you releasing the update with Command triggers added? I can't wait.
v1.1.4 has been uploaded and is awaiting approval.
Probably another 20 hours. This is the update that adds Command Triggers so you can extend or override existing ingame /commands or create your oun new /commands
Looks promising... the potential behind this plugin is amazing. Its almost like a new, easier way to program, but from INSIDE Minecraft. Who needs java plugins when you can make your own with just this one?
For those waiting for v1.1.4 update to be approved and ready to download. It is ready!
This is the update that assa Command triggers
I'm still debating whether to add @LOOPS to scripts.
I have wanted to put them in but I am not sure most people would use them wiseley. It is aconsern of mine that some people may unintituanaly create infanite loops and or crate them on purpouse and put to much inside the loops and overload the server.
I'll take any thoughts on this.
It's up to you, but i would use them on my chimneys XD
...still hoping for that arg fix on commands XP
I think you have to think of the 2 sides of what it means if you add @LOOPs
1. People who know how to use them will be appreciative and make great use of them
2. People who dont will mess up their server big time and blame you because they are ignorant, or spam the forums/ticket section with issues that ultimately just end up being their poor scripting and understanding
2) Thats part of my hesitation in adding @LOOP
cool but complicated nice work!
It's not realy complicated its just knowing the script commands and syntax
I was reading through the documents page and is there a variable so that it only triggers once? I could set it up so that each time it triggers it will count how many times it's triggered and then if it reaches a value have it end the event, but is there something to actually do that with out having to add an else if and a count?
Also is there a way to remove triggers? If i set a walk trigger and remove the block it can still be triggered, do i have to go into the yml and remove it or what? like if i want something to run once then delete itself, or if i make a mistake and want to delete a trigger basically.
1) You use the @IF and $Obj.Vars to have complete control over what happens or does not happen that is the power of VT. Surely your not squemish of adding an @IF test to decide if trigger should run or not?
2) /vtwalkremove - then click the walk trigger to remove. This will manually remove a walk trigger. Triggers cannot delet them selves but you could do
@IF b $<this>.hasrun = false
@SETBOOL $<this>.hasrun true
// put the rest of your script commands after these lines
the trigger will run the first time and never run again. If you want it to be player spacific then do
@IF b $<this>.<playername>hasrun = false
@SETBOOL $<this>.<playername>hasrun true
it will only run once for each player
Thanks for your help, I'm just learning all of your syntex and didn't wanna write a bunch of things if you already had variables for them. I see that you have sounds also, is there any way for this plugin to retrieve a custom sound? Also is there any way for you to have a permission that allows player to activate commands through VT even if they don't have permissions? (don't want people williy nilly using the commands but if it's controlled that would be really cool). (found it, you think of everything) I'm using this for my adventure map, i'm like 50% done with it but after finding this plugin i'm now 1% done with it because i have to add so much more, the plugin is just amazing. I have one idea now where they walk in a room and all the lights go out and it spawn mobs, or they an be sneaky and get past some skeletons and what not, just a lot of cool features .
EDIT- lmao i just realized i could have it so npcs with quests who haven't been talked to can have a golden block exclamation mark following them/over them xDDDD
I am getting ready to release v1.1.6 that contains @LOOP and some orher nice features.
It was released yesterday an I can't tell you enough of the dangers of using loop inappropriately.
love the plugin ;-)
I remember seeing something about using this with citizens plugin but i can't seem to find it now. I'm tryting to track there death and i can't remember where i read it was possible.
If you mean track the players death then use PlayerDeath event trigger
/vtevent PlayerDeath //put a command to do here
/vtevent PlayerDeath //add more commands
Whenever a player dies the PlayerDeath trigger is activated and will do whatever @commands you have added to the trigger.
Here is a link to a script a user posted to track mob deaths and give rewards. It'll give you a start in the right direction. But remember this script example is attached to the EntityDeath event to track mods killed by players You want to use the PlayerDeath event trigger.
Hope this helps.
I believe he meant a citizens death.
In that case yes you can interact with NPC's or do something when tthey die. if i remember correctly they are cast as Player so you may be able to use the PlayerDeath if not then possibly the Entity death I havent played around with NPC much. only with the Interact event. (when you left click on an NPC)
So you'll have to play with it.
Here is a post on project forum that I will be watching. It lets You tell me what You want to see added to VariableTriggers
Just released a new plugin SocketCraft to allow Web access to server. I plan at some point in the near future to allow direct access to VariableTriggers Object.Variable data through this plugin also.
Also ExpLevel. although it was already on the dev site I hadn't put a page here on forum
Just uploaded v1.1.8
Don't forget that if you can't find a built in script command to do something, then you can always use @CMDOP or @CMDCON to run any /command of ANY other plugin from inside your script.
This comming weekend 9/22/2012 I am going to pick two of the features from our vote page and add them to VariableTriggers. I will pick the two with the highest percentage complete. This does not include any that have 100% they will get added regardless. Keep in mind you can change the amount of votes to 1 vote at a time.
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